The Far Shore Mods (
godsoffortune) wrote2016-01-12 03:29 pm
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Suggestions
Do you have an amazing idea for a great plot that you want the mods to try and put into play? Or do you just think you can give us some advice to make our jobs a little easier? Any suggestions are greatly appreciated! Please reply here with your suggestion and we will get back to you as soon as we can. |
no subject
I am very impressed by the scope of how you utilize your NPCs and I admire it greatly, but I’d like to also come forward and say that not every big boss battle has to be helmed by a mod. Please hear me out.
As it comes we’re on the round 4 and only one of the mob ayakashi has been defeated, yet a “reward log” is about to be discussed happening several days afterwards. (As an Intro log for new people I assume) While it makes sense, that the win of this battle is predetermined, the whole cult agenda has no place to get wrapped out- not to mention some characters participating in the battle still might end getting injured, but the players don’t know that yet. With fates of those characters unknown, and what the attack really means to the character involved (was the curbing of the cult successful? was it not), some players might find it hard to throw them into the beach episode. Which in turn will make it harder for the new players to get CR.
The time in the game is fake in that it doesn’t follow the real calendar. It could be handwaved that as the new IC Intro goes in, it happens on the very same day the battle with the cult does. Make the newbies get the very basic of info of the crisis, handed some powerful but limited-use artifacts (magical ropes, healing flowers) and sent along other NPC gods (written into the flavor text, not lead on as NPCs) to help and save those battling the cultists.
The prompts could include wide variety of things. The building is crumbling, maybe after the bosses are gone the crystal is destroyed/eaten/or just destabilized, but giving it energy would stabilize the area allowing people to escape. Some characters would stay behind to ensure the others escape. Maybe there is a last moment spell going on that forbids people from the boss room inside teleporting out of the compound (hence the rescue team made out of the new people, and people who did not participate in the fight is required).
It gives a very unique chance for new players to forge CR in such circumstances. It also gives chance to characters that might linger around to try investigate what is left (like the crystal, the dolls- the corpse of the boss?) and gain clues. When escaping the compound, stray ayakashi attracted by chaos might have join in the fry to make it more dramatic. But also--
What about the cultists? Are they all gone? What about their families? Maybe among escaping gods and shinki are terrified human children, what player characters are going to do about them? Maybe one of the Old War Gods rallied to “kill’em all” in the event flavor text? Will player characters follow, help humans, or ignore them? There are still traps lying around. Maybe some of the NPC Old Gods are knocked out and require help (another opportunity for CR when one smol tries to drag a giant god out of the harm’s way and another person helps them)
Then the prompt back in heavens where the new gods and shinki can finally get a breather, maybe get noticed and rewarded for their intense action and finally learn some things. While everyone who participated in the battle can process it out. Discuss the outcome of what happened and what it means forward.
The reward log happening few IC days later then would fit right into being the next month event. Which would give time for characters to discuss what it could be on the Orihime post. And make next even a breather that player characters needs, along with giving time to wrap-up any post-battle development/treating injuries/etc.
What is radical about this suggestion (and probably the most problematic since it would have to be done this way from the start), is that aside for hand-waving the calendar, is the conclusion of the boss fight would have to be written by mods into the very start of such log, instead of following with more rounds.
(As said, it's just a suggestion, and might not even be used here, for but for some future big finale battles)
That’s the tricky part, because when I saw such events (in various collaborative storytellings both written and not, although once it was on dwrp) they had some time for ooc plotting to go off. Like characters listing their powers, weaknesses, plans and opt-out of being hurt or not (including severity). If someone is a shinki outside vessel form, or god without a shinki.
While I’d say most players already showed what their characters are capable of in the battle log, and there are some plotting and questions going on the OOC post related to that battle. While there is always risk some could feel like the potential of their characters had not been fully unlocked, it does alleviate the worries of having been “locked out” of rest of the game until the battle is done. (And as said, we still seem to be far from any conclusion. Of course like with every change, it would probably be best to put such option for voting for the players involved if they are up for such resolution).
On the other hand, such write-up on the effect of the struggles of all, including actions taken by everyone (sometimes maybe even including surprising team-ups) can be very rewarding, because it does feel like a full group-effort. It also can kickstart some intriguing CR- let’s say a monster is susceptible to ice, and mods write in that write-up three characters who mentioned having ice-powers take advantage of that weakness. Bam instant CR possibility, and something that players can play among themselves right in that log, without mod involvement. If there is a condition to winning that fight like- idk the crystal or dolls, or even something else still hidden and have to be destroyed, then either a character with analysis skill, or simply An Old God NPC that are present in the background can recognise that and direct everyone’s involvement. Many characters be it gods or shinki have “party-wide” skills that could be written to affect everyone already. Like, Iskandar’s “divine inspiration” god power. Maybe shinki out-of-vessel form is the one to take out the human sorcerer, or maybe a god without a shinki (since they obviously can’t rend the ayakashi). Maybe the ayakashi are key to shutting down the barrier and again there is a character who could notice/feel that and inform others. Maybe Shun’s decay powers can affect the spell/focus of it. (I’m just throwing ideas at the wall, to show the possibilities ahahah)
So to summarise in some bullet points to make this WALL OF TEXT easier:
Once again, I greatly admire your dedication and involvement in the game and threads, but as the mod-team shrunk, I also believe some short-cuts might need to be taken to not overwhelm the remaining mods.
I’m really sorry that it ended so huge, but I tried to word it the best I could and in the most helpful way. This can be read as a general suggestions for “big boss fights”. If I could help by clarifying anything, or showing examples I will. Thank you so much for reading!
no subject
The event itself and the followup reward log ended up being played by ear a little more than we initially anticipated due to the number of people participating. For something of this caliber in the future, more time can and will be budgeted to make sure everyone's on the same page, so the players have sufficient time to play out and wrap up their involvement in the event without feeling too railroaded. Ideally, with more wiggle room in allotted time, players would also be able to find more opportunities to mingle with each other, as you've pointed out, and find new CR with other characters they may not have considered before.
Restructuring how we handle larger events such as this one with the current mod team is something we're getting a feel for, and we do appreciate the time taken to offer your own view on what may be helpful.
Hopefully we've addressed your biggest concerns, if there's anything else you feel is pressing that we may have missed in your post, and you'd like to make sure we're aware of, do let us know.
no subject
I think it's really cool that you're experimenting with events like that and I would definitely want to see more of them in the future? But I do agree that in the end, the timing might have been what hurt this format the most. If the round sets started on 1st instead on the 11th that would give everyone both mods and players to play with it.
I'm definitely looking forward to what you may come up with next! I wish you all the best luck, and if anything I said you will find useful then I'm glad I could be of help. Thank you for listening.